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Posts Made By:
Amos
Forum:
Scenarios, Maps & Mods
August 25th, 2006, 02:08 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif Those are old version sprites though. I should probably replace them with a new version when I find the time.
Forum:
Scenarios, Maps & Mods
August 19th, 2006, 05:01 AM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Added "Enslave Mind" to Lilith and Lucifer.
The new mod is almost finished. Lets see if I can finish it before Dom 3 comes out. Should elephant and cavalry have "Animal" attribute?
Forum:
Scenarios, Maps & Mods
August 4th, 2006, 10:32 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
I'm removing ethereal from all arachnids except for Overlord and Shadow Lord (but I'm lowering Shadows HP). Lowering some Ruah weapons stats. Gate Keepers are still very powerful but not SCs. And...
Forum:
Scenarios, Maps & Mods
August 4th, 2006, 04:00 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
The nation should be played at 1 Death scale. That way you will soon find yourself short on money.
Are the Gate Keepers and Arcebuses the only units you use? In the next version I'm going to remove...
Forum:
Scenarios, Maps & Mods
August 3rd, 2006, 09:58 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
You didnt like 3 shots? I thought even the slowest units could reach the enemy in 4-6 turns. I'm thinking of making their accuracy higher now that the range is so short. I know its basically tweaking...
Forum:
Scenarios, Maps & Mods
August 3rd, 2006, 08:22 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Try playing a game against Nephilim (You cant use Ermor obviously). If you are able to win against them with a regular nation then they only need small tweaks. If you cant win then they are broken...
Forum:
Scenarios, Maps & Mods
August 3rd, 2006, 06:00 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
People keep saying that national troops are underpowered and unneeded in the late game, so I thought if I made them Thug or SC quality but very expensive that that would solve the problem. Soul Lens...
Forum:
Scenarios, Maps & Mods
July 30th, 2006, 06:53 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Any problems?
Forum:
Scenarios, Maps & Mods
July 29th, 2006, 11:20 AM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Oups. Corrected. Uploaded.
Gate Keeper 350g/30r and Sacred, STR 25
Key Keeper 200g, STR 25, 14 prot
Arachnid Lords 17 protection
Niefel Jarl is faster, has more defense and HP, plus he is a...
Forum:
Scenarios, Maps & Mods
July 27th, 2006, 08:25 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Another version. Living Bonded turn Feral if they die in battle.
Corrected all the spelling errors.
If you want recruitable mages, they are going to be in my next mod "Human Trade Republics".
Forum:
Scenarios, Maps & Mods
July 27th, 2006, 06:55 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Lol I removed the recruitable mage he was a mistake. The power of the units is offset by the inability to deploy quickly. The Judge can take out almost anything (He turns into the Shadow Lord Judge)...
Forum:
Scenarios, Maps & Mods
July 27th, 2006, 05:06 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
Re: New mod
Blood summons are the same. At Astral 7 you get a very powerful leader.
As for balance, I have no idea how to set the prices on units.
I can make the ranged guy fire once every 3 turns but I think...
Forum:
Scenarios, Maps & Mods
July 27th, 2006, 02:41 PM
Replies:
25
New mod: Nephilim
Views:
17,750
Posted By
Amos
New mod: Nephilim
I decided to release this mod before Dom3. Its untested as usual. The mod is "Late Era" Nephilim.
Ver 0.14
Showing results 1 to 13 of 13
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